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Enough With The Camping/Tunneling Posts

If you seriously want camping and tunneling to be a playstyle that isn't a common sight in DBD, then the core mechanics of the game need adjusting. This would promote killers to try and play well feeling like they can afford to play in an interactive and engaging manner:

- Everytime a Killer hits or downs a Survivor all generators get blocked for 5 seconds.

- If 2 or more Survivors are repairing generators while a teammate is hooked further than 40m away, and the Killer is further than 24m away from the hook, Entity progression is increased by 33%.

- When a Killer damages a generator the generator explodes for an initial 2% regression. Generators regress at a rate of 50%.

- Repair speed perks and items no longer function as they currently do.

- Toolboxes now unlock the Sabotage action as well as increase the speed of Cleansing.

- Toolbox and Worn-Out Tools are removed. Mechanics and Engineers Toolbox rarity becomes Uncommon and Common from Rare and Very Rars.

- Basement is removed.

- Recovery speed from Dying is increased by 75% when 5 generators remain while 4 survivors are alive in the trial. Recovery speed is increased by 50% when 4 generators remain while 4 survivors are alive in the trial. Recovery speed is decreased by 25% when 2 generators remain while 4 survivors are alive in the trial. Recovery speed is decreased by 50% when 1 generator remains while 4 survivors are alive in the trial.

- Successful attacks while a Power is active does not trigger perk related status effects.

- Exit Gate open progress regresses at a rate of 100% when no longer being opened.

- Exit Gates are blocked for 10 seconds if a Killer opens it.

These are the ideas for a healthier gaming exerience. Perk values would need adjusting to compensate for some of these changes, but let me know what you think. Keep the replies productive so we can actually figure stuff out and take dbd to the next level.

Comments

  • IcaursIcaurs Member Posts: 481

    Every time a Killer hits or downs a Survivor all generators get blocked for 5 seconds.

    I like it, however I would only support if it it activates when hitting a survivor different too the one last hit.

    - If 2 or more Survivors are repairing generators while a teammate is hooked further than 40m away, and the Killer is further than 24m away from the hook, Entity progression is increased by 33%.

    No, killers will simply proxy camp and this won't address the issue of tunnelling at all, also this simply fails on indoor maps. How about instead increasing the gen speed for each survivor not hooked by the entity, however this only activates after the first survivor is hooked. However every time a new survivor is hooked all gen speeds are decreased for a set time, as a starting point.

    - When a Killer damages a generator the generator explodes for an initial 2% regression. Generators regress at a rate of 50%.

    I support increasing the base speed increase, however they need to drastically nerf the existing gen slow down perks to compensate, ruin, corupt, (ect)

    - Repair speed perks and items no longer function as they currently do.

    - Toolboxes now unlock the Sabotage action as well as increase the speed of Cleansing.

    - Toolbox and Worn-Out Tools are removed. Mechanics and Engineers Toolbox rarity becomes Uncommon and Common from Rare and Very Rars.

    I agree items should be removed or heavily nerfed, same with killer addons, even minor addons on killer make them way too strong.

    - Basement is removed.

    Agreed, outdated mechanic, only there to encourage camping.

    - Recovery speed from Dying is increased by 75% when 5 generators remain while 4 survivors are alive in the trial. Recovery speed is increased by 50% when 4 generators remain while 4 survivors are alive in the trial. Recovery speed is decreased by 25% when 2 generators remain while 4 survivors are alive in the trial. Recovery speed is decreased by 50% when 1 generator remains while 4 survivors are alive in the trial.

    No, I don't support slugging, it is a boring playstyle, I understand that in can sometimes be necessary but it should not be encouraged.

    - Successful attacks while a Power is active does not trigger perk related status effects.

    Little unsure what you want with this?

    - Exit Gate open progress regresses at a rate of 100% when no longer being opened.

    Fully support, 99% exit gate is just stupid.

    - Exit Gates are blocked for 10 seconds if a Killer opens it.

    Don't think it will do much but yeah I don't see any issue with that.

    Overall some neat ideas. However you have to be careful when altering gen speeds, because the time to down with say nurse is significantly shorter then the time to down deathslinger.

  • BwstedBwsted Member Posts: 3,059

    It's a forum. It's meant for discussion. If people want to complain, this is the place.

    For the rest, it's true that the mechanics must be revamped. But 'promoting' means jack in the grand scheme of things. Ask that to Hunters in Deathgarden. Oh wait... there aren't any left because they could care less about promoting a different playstyle, when they had a foolproof path to victory.

    Camping is done to secure kills when pressuring gens is impossible. HOWEVER, the more slowdown you add, the more camping is rewarded. Not the other way around. Counterintuitive maybe, but that was exactly the Deathgarden experience. If the opposing team can't complete the objective when you make sure one of them is eliminated, then you have even less of a reason to deviate from the original plan.

    Adding more slowdown will backfire if, concurrently, something isn't done to penalize camping. Penalize something directly, not promoting something else indirectly. Incentives that rely on a supposed 'player's kindness' are DoA. Nobody would leave the hook if they know gens can't be completed by the time they force a 3v1 and they can easily snowball off that. Did I mention Deathgarden by any chance? Oh, yes, I did. Because that's exactly how that game worked. Bhvr showed a lot of resistance on the topic by saying they didn't want to change anything, because they simply discouraged Hunters from forcing early kills since they would get fewer points. Look up the current player count to see if they had the right idea.

  • Hunter_Main_322Hunter_Main_322 Member Posts: 530

    You should give nothing to murderers at all for such a game.

  • Onyx_BlueOnyx_Blue Member Posts: 1,060

    - Gen Blocks - Yeah, I can see that being better. Meaning you can afford to catch up to the survivor to down them but not keep spamming gen blocks because of it.

    - Entity Progression - Hmm, good point. I think that falls under the same bracket of thinking as my intention: the idea is great at promoting 4v1 focus, but if you cannot find that survivor who has increased repairs then you're not gonna have a fun time if their style of play is to gen-hop.

    - Revovery Speed - What would be a good direction to go in with this? 4 survivors alive with 2 or 1 gen left, not a good situation to be in...maybe add more criteria to it? I definitely think the faster recovery is good though, it makes it so you can't load in to 4-man slug win instantly.

    - Status Effects - This is mainly because of Nurse. Plus, it's a weird thing to use your power to get a hit and with some killers it counts as a Basic Attack.

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